Second Life Part 2
I had briefly played around with SL last summer to see what all the buzz was about. Initially, I was very impressed, though I didn't do much more than explore the different islands of the virtual world. I was a little disturbed by what was going on with some of the "residents". There were areas that allowed you to purchase strange objects and animations that I can only assume were intended to be used for cybersex. That immediately ruined it for me and I uninstalled it. Why invest so much time in something that would be used for that? It wasn't the only thing going on, but it existed throughout.
I have since read more articles about Second Life and the potential for business and marketing. After installing SL again, I noticed the graphics engine seems a bit improved. The orientation area where you begin is much easier to interact with and to navigate. This has renewed my interest in SL and its potential.
I need to find the time to learn more on how to build and texture 3D objects and animations in SL. This requires a premium account which I'm not quite sure I'm ready to pay for. It could be interesting to start a consulting business that would help companies use SL as an opportunity to promote their goods and services.
Some of the High profile brands with a presence in Second Life (April 2007):
(View as Map)
Warner Bros
Cnet
Fox Atomic
Intel
Sun
Pontiac
Comcast
Laguna Beach
NBC
One Manchester
IBM
Addidas
Reebok
AOL
Dell
Weather Channel
AMD
Nissan
BMW
American Apparel
Colorado Tech
Ohio University
MIT
Cornell
Princeton
University of Minnesota
Mercedes
University of Herts
University of Oxford
Logica
UNC
Toyota
movietickets.com
Philips
STA Travel
Autodesk
ING Renault F1
Cisco
Murray State
Woodbury University
Telus
Unitrin
University of S Denmark
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